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(+1)

The atmosphere and aesthetic were quite good, and there are a decent few mechanics I rather liked here. The floor where you walk crumbling on a time limit pushes you to keep moving, but also to be careful which turns you take as it is surprisingly easy to accidentally double back. Having your... sanity, I guess? drain with each step and replenish when engaging in combat also did a good job of discouraging simply ignoring and going around enemies.

However, the combat also felt a little janky due to the animations (the monsters stuttering between turning/attacking and taking damage/dying) and the buggy feedback on taking damage (the red filter would only sometimes come up, and one time it never went away). Also, sometimes there were grid squares I simply could not move through, and sometimes the collision of monsters didn't go away when they died (lost a very promising run to that bug). I think either a navigation mechanic for finding the talisman pieces or some other method of limiting how long the player can go without encountering one would also be a significant improvement - currently, it seems that the maze generation can simply not decide to give you one for rather extended lengths of time.

I recorded my full playthrough, you can take a look here if you would like:

(+1)

Hey there!, your right the animations are a bit janky but ran out of time to correct them!, the sanity bar thing was a last min addon on after my playtester did exactly that, ran through and completed it with no combat at all! 

thanks for playing